Who can stand against the Son of the Dragon? The Crystalmists shake with the thunder of ten thousand screaming hobgoblin soldiers. From the phalanx emerged a single champion. One by one the tribes fell silent as the warlord rose up, blue scales gleaming along his shoulders, horns swept back from his head. A hundred bright yellow banners stood beneath him, each marked with a great red hand. He stood upon a precipice and raised his arms. “I am Azarr Kul, Son of the Dragon, the Azure Prince!” the warlord bellowed. “Hear me! Tomorrow we march to war!” A five-part multi-round adapted adventure for APL 6, based on the Red Hand of Doom by Richard Baker and James Jacobs.

The Red Hand of Doom adapted adventure is a standard multi-round, five-part adapted adventure, set in the March of Sterich. Before you can start playing you need to get a copy of the Red Hand of Doom adventure. The adapted adventure pack gives you information to convert that published adventure for Living Greyhawk play, but does not give you enough information to actually run the game. To get the most out of the adventure, you need copies of the following D&D books: Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Red Hand of Doom adapted adventure for Living Greyhawk can only be sanctioned for home games and retail events and is available through the regular RPGA adventure ordering system .

Characters pay a total of 51 TUs over the span of these five parts. A calendar year allows a single PC to spend total of 52 TUs. PCs unable to use TUs from the 2006 allotment will be hard pressed to complete all five parts of the adventure before the entire adventure expires in December 31, 2007. If at all possible, you should begin play of this adventure this year, so you do not need to use all of your 2007 allotment of TUs to play the adventure. However, the Circle understands that this will be difficult to arrange for a large number of players, so we are making the following exception to the standard rules for TUs in Living Greyhawk. This exception is only being made due to the unusual length of Red Hand of Doom, the timing of its release for play, and to accommodate those PCs with significant metaorganization TU costs. Do not expect to see an exception of this sort again.

Exception to the TU Rules

PCs attempting to complete this adventure before it expires on December 31, 2007 may do so by borrowing TUs from their 2008 allotment. This requires the following to be in effect:

You must complete all play sessions for this adventure before December 31, 2007.

You cannot play any other adventures in between the parts of this adventure. You must play all five parts consecutively.

You can only borrow TUs from 2008 to pay for the final part (part five, which costs 16 TUs) of this adventure. You must use all of your 2007 TUs before borrowing the balance from your 2008 TUs, so the maximum you can borrow is 16 TUs from 2008. The TUs are immediately removed from your 2008 allotment the moment you begin play in 2008. Be sure to note this information on the ARs so it is clear if you do borrow TUs.